Ice Linnorm

Creature 17
  • uncommon
  • Gargantuan
  • cold
  • dragon
Perception
+29; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages
Aklo, Draconic, Fey
Skills
Acrobatics +28, Athletics +32
Str +9, Dex +5, Con +7, Int −3, Wis +6, Cha +7

Constant Spells

AC
41; Fort +32, Ref +28, Will +27; +1 status to all saves vs. magic
HP
330, regeneration 10 (deactivated by cold iron); Immunities cold, curse, paralyzed, sleep; Weaknesses cold iron 15, fire 10

Regeneration 10 (Deactivated by Cold Iron)

Curse of Frost (cold, curse, primal) When a creature slays the ice linnorm, it must succeed at a DC 40 Will save or gain weakness to cold 15 with an unlimited duration.

Effect: Curse of Frost

Reactive Strike (Tail Only) ⟲

Speed
35 feet, fly 100 feet, swim 40 feet, unfettered movement

Melee ◆ jaws +34 (magical, reach 25 feet, unarmed), Damage 3d12+17 piercing plus Ice Linnorm Venom

Melee ◆ claw +34 (agile, magical, reach 20 feet, unarmed), Damage 3d8+17 slashing

Melee ◆ tail +34 (agile, magical, reach 25 feet), Damage 3d6+17 bludgeoning plus Improved Grab

Primal Innate Spells DC 38, attack +30; Constant (8th) unfettered movement; Constant (7th) truesight

Constrict ◆ 2d6+18 bludgeoning, DC 38 basic Fortitude

Ice Linnorm Venom (cold, injury, poison) Saving Throw DC 38 Fortitude

Maximum Duration 10 rounds

Stage 1 5d6 cold damage and Drained 1 (1 round);

Stage 2 7d6 cold damage and Drained 2 (1 round)

Icemire Breath ◆◆ (cold, primal) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save).

The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is Immobilized by the ice until it succeeds at a check to Escape (DC 34) or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own.

Creatures with the fire trait can't be frozen in place by Icemire Breath. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.

The linnorm can't use Icemire Breath again for 1d4 rounds.

Improved Grab ◇

Source: Pathfinder Monster Core

Running this fight? Add the ice linnorm to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

Full attribution and authors